- Joined
- Dec 6, 2007
- Messages
- 233
i'm attempting to create a homing missile using my projectile system. To get the missile to change direction, i'm using the function
Partial trigger for projectile movement:
I also have another strange problem, that may be linked to the one above. The spawn trigger for the homing missile is this:
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Set Temp_Real = (Angle from Missile_Point3 to Temp_Unit_Loc)
Partial trigger for projectile movement:
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missile launcher shell
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in Missile_Shell and do (Actions)
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Loop - Actions
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Set Missile_Unit = (Picked unit)
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Set Missile_Point3 = (Position of Missile_Unit)
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Set Temp_Unit_Loc = (Position of (Load Missile_Target of (Key Missile_Unit) in Missile_Target_Hash))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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(Angle from Missile_Point3 to Temp_Unit_Loc) Less than or equal to 30.00
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(Angle from Missile_Point3 to Temp_Unit_Loc) Greater than or equal to -30.00
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Then - Actions
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Set Temp_Real = (Angle from Missile_Point3 to Temp_Unit_Loc)
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Else - Actions
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Set Temp_Real = (30.00 x (Sign((Angle from Missile_Point3 to Temp_Unit_Loc))))
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Set Missile_Point4 = (Missile_Point3 offset by 50.00 towards ((Facing of (Picked unit)) + Temp_Real) degrees)
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Custom script: call RemoveLocation(udg_Temp_Unit_Loc)
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Unit - Move (Picked unit) instantly to Missile_Point4
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I also have another strange problem, that may be linked to the one above. The spawn trigger for the homing missile is this:
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missile launcher
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Events
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Unit - A unit Is attacked
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Conditions
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(Unit-type of (Attacking unit)) Equal to Missile Launcher
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Attacking unit)) Equal to Player 1 (Red)
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Then - Actions
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Set Shooter_Owner = Player 11 (Dark Green)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Attacking unit)) Equal to Player 2 (Blue)
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Then - Actions
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Set Shooter_Owner = Player 12 (Brown)
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Else - Actions
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Set Missile_Point1 = (Position of (Attacking unit))
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Set Missile_Point3 = (Position of (Triggering unit))
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Set Missile_Point2 = (Missile_Point1 offset by 0.00 towards ((Facing of (Attacking unit)) + 90.00) degrees)
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Unit - Create 1 Dummy Missile for Shooter_Owner at Missile_Point2 facing Missile_Point3
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Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
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Unit Group - Add (Last created unit) to Missile_Shell
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Hashtable - Save Handle Of(Triggering unit) as Missile_Target of (Key (Last created unit)) in Missile_Target_Hash
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Custom script: call RemoveLocation(udg_Missile_Point2)
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Custom script: call RemoveLocation(udg_Missile_Point1)
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Custom script: call RemoveLocation(udg_Missile_Point3)
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Trigger - Turn on missile launcher shell <gen>
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)
. I'm designing a system for ship turrets. It basically constantly moves a unit (the turret) to a point with offset from the "ship" (a footman for testing purposes). I have two "turrets" (rifleman), but for some reason, the trigger will only move the first one.